I don't know if this has been discussed, but how will orders work?
Groogy and I are leaning on limiting player orders to two actions per turn. This shall keep things manageable for the GMs as well as foster strategic thinking among the players. By allowing only two actions per turn, or season, each player will be more focused upon the direction in which they wish to take their kingdom.
Possible Actions
Not only will positioning armies be vital to the success of your kingdom, but also building improvements in your domain. Purchasing upgrades to add modifiers to your unit stats will always be an option, but the real power will be in major builds throughout your holds, and even beyond.
Camp
A camp will be the base building for what could eventually be upgraded to a castle. They are cheap to build and only take a season to construct, but offer little in way of support for your kingdom. A player is limited to three camps within their kingdom and one camp per foreign realm.
Fortified Camp
Fortifying your camp to include palisade walls, pitfalls, watchtowers and a keep is a time consuming process as well as expensive. However, units positioned here will receive a bonus to defense. Forts also have a potential to project power throughout a realm in a desired area. Upon construction of a fort, a player must state the forts function - Military, Espionage, or Trade. Depending on the function, your fort will offer a modifier to that particular stat for your kingdom. Trade forts built in a foreign kingdom will also yield a small bonus to the host kingdom as well.
Castle
Upgrading a fort into a castle is a long and arduous process that demands patience and wealth. The outcome, is a fortified position that offers great protection to units stationed there as well as a greater modifier to your desired function. Upon completing a castle, a player may once again select a function, or keep it the same as when the site was a fort. Once you make that selection, however, changing the function will come with a cost.
Trade Capital
Constructing a trade capital within your hold, though expensive and time consuming, is well worth the effect of an economic boost to your tax income. Your stewards will work tirelessly to bring in desired goods from abroad as well as fetch a high price for your exports. Players may only have one trade capital per kingdom.
Grand Harbour
Constructing a grand harbour will yield a greater economic modifier to your ports across your kingdom. By constructing greater numbers of trade ships to precipitate trade across your realm and beyond, the grand harbour will be essential in positioning your kingdom as the economic masters of the sea.
That's all I have for major builds so far. Keep in mind that minor builds and upgrades will be at the player's discretion to offer smaller boosts to unit strength, attack, and defense as well as economic modifiers.